Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the dragon’s next turn.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The dragon has the following flaws: Forbiddance, Harmed by Running Water, Stake to the Heart, and Sunlight Hypersensitivity
Multiattack. The dragon can use its Charming Presence. It then makes three attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Charming Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the dragon. A charmed creature regards the dragon as a trusted friend to be heeded and protected. Although the target isn’t under the dragon’s control, it takes the dragon’s requests or actions in the most favorable way it can. Each time the dragon or the dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Charming Presence for the next 24 hours.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Move. The dragon moves up to its speed without provoking opportunity attacks.
Tail Attack. The dragon makes a tail attack.
Bite (Costs 2 Actions). The dragon makes one bite attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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